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PENGGUNAAN APLIKASI ZOOM MEETING UNTUK EFEKTIFITAS PEMBELAJARAN DARING PADA MADRASAH IBTIDAIYAH MUHAMMADIYAH 01 PEKANBARU Yuli Fitrisia; Kartina Diah Kusuma Wardhani; Mardhiah Fadhli; Wenda Novayani; Dini Nurmalasari; Sugeng Purwantoro ESGS; Memen Akbar
Jurnal Pengabdian Masyarakat Multidisiplin Vol 5 No 1 (2021): Oktober
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v5i1.2126

Abstract

The pandemic that has hit the world has forced us to do learning indirectly or is often referred to as online (Daring). Online teaching and learning process requires some adjustments both on the teacher's side and the student's side. One of the adjustments is the need to seek technology and adaptation using technology. The currently widely used technology is online meeting services, such as the Zoom Meeting application, Google Meet, Video Calling via the Massager application, or other similar applications. To adapt to the technology, teachers at Madrasah Ibtidaiyah Muhammadiyah 01 Pekanbaru strongly desire to deepen ownership of the Zoom application as one of the media used for online learning. This training aims to provide an understanding and hands-on practice of using Zoom Meeting technology to increase learning effectiveness.
Distributed Replicated Block Device (DRBD) sebagai Alternatif High Availability Data Replication pada Cloud Computing Sugeng Purwantoro Edy Suranta G.S
Jurnal Komputer Terapan  Vol. 3 No. 1 (2017): Jurnal Komputer Terapan Mei 2017
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (287.81 KB)

Abstract

Server merupakan suatu perangkat jaringan yang berfungsi untuk memberikan pelayanan (service) kepada klien. Tapi ada kalanya server tidak selamanya berfungsi dengan baik. Mengingat fungsi server  dalam suatu system sangat fundamental dan penting dalam memberikan pelayanan kepada klien, maka server dituntut untuk seminimal mungkin mengalami gangguan yang dapat mempengaruhi layanan yang diberikan kepada klien. Salah satu alternatif solusi yang dapat dilakukan adalah dengan membuat suatu sistem penyalinan server dengan metode Distributed Replicated Block Device (DRBD) pada komputasi awan, yaitu membuat salinan data suatu server melalui media jaringan. DRBD adalah suatu tool yang berfungsi untuk melakukan replikasi data. Pembuatan sistem server replikasi bisa menggunakan teknologi open source dengan memanfaatkan sistem DRBD ini. Diharapkan dapat membuat sebuah komputasi awan  yang  high availability serta dengan implementasi data replication pada komputasi awan menggunakan DRBD ini juga dapat membuat sebuah replikasi data yang menjadi salah satu solusi replikasi data server secara otomatis.
Implementasi Augmented Reality dalam bentuk Location Based Service (LBS) pada hotel di Kota Pekanbaru berbasis Android Nadya Tri Ayunestina; Sugeng Purwantoro; Yuli Fitrisia
Jurnal Komputer Terapan  Vol. 6 No. 2 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (496.305 KB) | DOI: 10.35143/jkt.v6i2.3585

Abstract

Pekanbaru is the largest cities in Riau province with a very rapid rate of economic growth. This is affecting the business in the hotel sector developing rapidly in the city of Pekanbaru. Augmented Reality (AR) is an innovation that combines virtual and real objects. In this era, people tend to like applications with interactive visual displays. The application of AR technology in the form of LBS on hotels in the city of Pekanbaru based on android is expected to help immigrants or people who need hotel information when visiting the city of Pekanbaru. Users can search for hotels by tracking from the AR camera on the application and knowing the distance and route to get to the hotel. Testing of this application is done by Usability Testing through questionnaires and Blackbox Testing to test functional suitability. Based on the results of the questionnaire found that the application meets the criteria of usability testing where 78,67% of respondents agreed that the application is easy to understand. 71,3% of respondents agreed that the application has an efficient function. 76% of respondents agreed that the appearance of the application is easy to remember. 78,92% of respondents agreed that the application runs well without an error. 72,12% of respondents agreed that the application meets user satisfaction and 82,67% of users would suggest this application as a medium of hotel information in the city of Pekanbaru. Based on the results of Blackbox testing, the application can run smoothly according to existing functional needs.
RANCANG BANGUN SISTEM INFORMASI PEMESANAN WEDDING ORGANIZER BERBASIS ANDROID (STUDI KASUS: KOTA PEKANBARU) Sugeng Purwantoro Edy Suranta G.S; Melisa Adhari
Jurnal Komputer Terapan  Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.8 KB) | DOI: 10.35143/jkt.v8i1.5132

Abstract

Wedding Organizer is a service that helps in the preparation and implementation of a wedding party. In this system, users can choose concepts to use such as aisles and decorations, wedding dresses, make-up, documentation, catering, and entertainment. This application is using android platform and build with the prototyping method. The result of this research is users can place an order for a wedding organizer via online. Based on functionality testing, the application that has been built runs as expected. Meanwhile, based on the questionnaire testing of the respondents, it was found that 70.68% agreed that this application was useful. And based on the results of usability testing, it was found that 72.0% of respondents agreed that the application was useful or usefulness, 78.0% of respondents agreed that the system was easy to use or ease of use, then 81.3% of respondents agreed the system was easy to learn, and 74.0% of respondents agree the resulting application is satisfactory and in accordance with expectations or satisfaction
Design of Application On/Off Electronic Device with Markov Model Using Speech Recognition on Android Rochman Widyatmoko; Sugeng Purwantoro E. S. G; Yoanda Alim Syahbana S
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 3, August 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.266 KB) | DOI: 10.22219/kinetik.v3i3.640

Abstract

Electronic devices are supported by a switch that is used to turn the device on and off. Manually pressed switches with distances between remote switches to cause less efficiency in saving human time and manpower. This can be solved by building a system to control electronic devices automatically. The system uses human voice commands to turn on and off electronic devices. The command will be processed into text by the Google Voice Speech Recognition library. The Android app sends human commands that have been processed by Arduino Uno R3 microcontroller. Commands are obtained after the text and data in the database are processed using the Markov Model algorithm. Communication between Android smartphone and microcontroller will be designed through a WIFI network. This system is tested based on noise level with data accuracy level with noise 0-45 dB and obtained 65% result. Based on the test response time obtained that the noise level 0-45 dB obtained results of 5.41 seconds. Based on the test results from the scenario, it can be concluded that the lower the noise generated, the better the system will also respond to commands. From the test suitability get value X = 1, meaning that the system is suitability with error rate 0. In testing accuracy to view status function get value 0 with error level 0. Testing of Markov model algorithm yields the calculated 0.125 algorithms manually and code for each command
Analysis Tunneling IPv4 and IPv6 on VoIP Network Muhammad Ismu Haji; Sugeng Purwantoro E.S.G.S; Satria Perdana Arifin
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (169.147 KB) | DOI: 10.22219/kinetik.v3i4.708

Abstract

Using of IP addresses is currently still using IPv4. Meanwhile, the availability of the IPv4 address is gradually diminishes. IPv4 has a limited address capacity. IPv6 was developed with a capacity greater than IPv4. Connect between IPv4 and IPv6 without having to interfere with the existing infrastructure. So, methods like tunneling are needed. Tunneling builds a way that IPv4 and IPv6 can communicate. 6to4 tuning makes IPv6 able to communicate with IPv4 over IPv4 infrastructure. Real time communication is needed by internet users to be able to connect to each other. One of the real time communications is VoIP. To find out the quality of tunneling implemented on a VoIP network, it will analyze QoS such as delay, packet loss, and jitter. Delay obtained is 20,01ms for IPv4, 19,99ms for IPv6 and 20,03ms for 6to4. Packet loss obtained 0,01% for IPv4, IPv6 0,01% and 6to4 0,08%. The obtained jitter is 7,96ms for IPv4, IPv6 7.39ms, and 8,48 for 6to4. The test results show that using IPv6 gets a better QoS value than using IPv4 and 6to4 tunneling. The results using 6to4 tunneling obtained the highest QoS value between IPv4 and IPv6. Implementation using 6to4 tunneling results in high results because, IPv6 packets that are sent are wrapped into the IPv4 form to get through the IPv4 infrastructure. 
Peningkatan ketrampilan pemuda di sekitar Masjid Ash-Siddiq, Umbansari Rumbai Pekanbaru melalui kegiatan pelatihan berbasis teknologi Mochamad Susantok; Sugeng Purwantoro Edy GS
Unri Conference Series: Community Engagement Vol 2 (2020): Seminar Nasional Pemberdayaan Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/unricsce.2.44-49

Abstract

The Directorate of Youth and Sports of the Ash-Siddiq Islamic Foundation (YIAS) is located at the Ash-Siddiq mosque complex as a center for Islamic activities for the Muslim community in 3 RW 10, 11 and 13 in Umbansari sub-district, Rumbai district, Pekanbaru City. The problem is the lack of trained human resources for publication activities and the lack of youth activities in mosques. The aim of the program is to increase the participation of environmental youth in positive activities as well as to increase the number of congregations praying 5 times a day among youth as an effort to foster and coordinate activities at the YIAS Youth and Sports Directorate. The method of implementing program activities includes the provision of internet services within the Ash-Siddiq mosque as a means of publicizing activities through social media. Then in addition to video editing workshops as technical skills provision to support the YIAS activity publication program. The program results in the form of the impact of increasing youth participation in religious activities such as congregational prayer in mosques which increased by an average of 174.4%. In addition, the increase in publications on social media Facebook, Instagram, and YouTube to an average of 9.6 posts for each YIAS official account on social media. Then the results of the usability survey analysis of the use of internet services and the use of video streaming equipment to publish directly, the results are 90.9% or 4.54 on a scale of 1-5
Penguatan Komunikasi Efektif Guru dalam Proses Pembelajaran di SMK Taruna Persada Dumai Sugeng Purwantoro E.S.G.S; Memen Akbar; Kartina Diah Kusuma Wardhani; Mardhiah Fadhli; Yuli Fitrisia
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 3 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i3.10006

Abstract

One of the initial approaches to make learning more enjoyable is to know the patterns of social interaction and types of student communication. There are 3 types of social interaction patterns presented in this training, namely interactions between individuals who wish to achieve achievement (Achievement), desire to socialize with their social environment (Affiliation), and desire to power (Power). Teachers can communicate effectively with students if the teacher knows the type of communication used by students. There are 4 types of individual communication types with their environment. Some communicate concretely, spontaneously, intellectually, and sensitively. Community Service activities carried out are training for teachers to recognize the types of student social interactions and types of student communication. The training was carried out by introducing the two instruments that had been made. The training was held for 1 day offline at SMK Taruna Persada Dumai. Based on the feedback provided by the participants, the teacher felt the benefits of the training and was willing to apply the results of the training to students in the classroom.
Perbandingan Kinerja Clustered File System pada Cloud Storage menggunakan GlusterFS dan Ceph Sugeng Purwantoro E.S.G.S
Jurnal Inovtek Polbeng Seri Informatika Vol 7, No 2 (2022)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/isi.v7i2.2753

Abstract

Perkembangan teknologi yang cepat menyebabkan kebutuhan penyimpanan data semakin berkembang. Salah satu untuk memperbesar kapasitas penyimpanannya dengan metode Clustered file system. Pada pengujian ini membandingkan kecepatan upload dan download file dan write/read file pada GlusterFS dan Ceph. Pengujian transfer file menggunakan file dengan ukuran 500MB, 10 kali pengujian, dan menggunakan aplikasi teracopy. Dari pengujian maka diperoleh hasil untuk upload file bahwa metode GlusterFS lebih cepat 11,5% daripada Ceph dengan rata-rata upload file GlusterFS lebih tinggi sebesar 3,57MB/s dan CephFS sebesar 3,20MB/s, hasil yang diperoleh untuk download file bahwa metode GlusterFS lebih cepat 11,3% daripada Ceph dengan rata-rata upload file GlusterFS lebih tinggi 4,13MB/s dan CephFS sebesar 3,71MB/s, hasil yang diperoleh untuk write file bahwa metode GlusterFS lebih cepat 106% daripada Ceph dengan perbandingan sebesar 11,34kB/s dan 8,05kB/s, untuk read file bahwa metode GlusterFS lebih cepat 37% daripada Ceph dengan perbandingan sebesar 3,10kB/s dan 2,25kB/s. Dari analisis tersebut bahwa metode GlusterFS lebih baik 100% dengan menggunakan 2 node yang masing-masing memiliki virtual disk yang dapat digabung dan mempercepat performancenya, sedangkan Ceph terbagi 3 node dimana 1 node digunakan sebagai MON yang berisikan penyimpanan metadata dan pool data yang memiliki proses lebih banyak sehingga mengakibatkan turunnya performance pada file system tersebut
Implementasi Fun Learning Dengan Hour of Code Untuk Meningkatkan Minat Belajar Coding Pada Siswa Mardhiah Fadhli; Yuli Fitrisia; Dini Nurmalasari; Sugeng Purwantoro; Memen Akbar
Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol 3 No 1 (2023)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The importance of studying computer programming for students is that students will gain the ability to think computationally systematically, which includes a more robust way of thinking (robust) in looking at a problem. However, learning computer programming is often considered complicated and requires regular practice. The current condition of the partner, namely SMKN 1 Dumai, is the lack of student interest in learning, curiosity, and the joy of learning coding. This is caused by many factors, one of which is the assumption that students learn coding is something that is complicated and boring. In addition, it is also caused by the learning strategies and methods applied by the teacher are not sufficiently capable of arousing students' curiosity about the lesson. The learning process which is not conducive and the low interest in student learning can be handled by the teacher by providing material in a fun way (fun learning). One way to learn basic coding in a fun way is to learn with hours of code in the game Minecraft. This community service activity was carried out on September 6, 2022, with a total of 22 participants. The results of this activity were in the form of an evaluation of activities through a questionnaire and the result was that 89,90% of the training participants understood the material and were able to practice the Minecraft game project themselves. In addition, the participants were very enthusiastic about participating in the activity because it was presented with fun activities, such as playing games. Based on the results of the questionnaire, training recommendations were also obtained for the next activity in the form of training in implementing the Internet of Things (IoT) project.